LittleBigPlanet 2


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Syrok
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There are apparently some information in the June issue of GameInformer

List!
- LBP 2 has less of a focus on platforming altogether and it’s more of a platform to actually create games with
- There is an all-new level creator and it is not just a tool to create platform games.
- As examples, the game 100% encourages the player to create game types and wants you to make a shooter, a racer, puzzle games, Space Invaders clones, even RPGs
- A player can even customize a HUD. The example given is a health bar for a fighting game.
- A Media Molecule developer has created a fully-functioning Command & Conquer Clone
- Media Molecule loves that a lot of user-created levels in LBP1 were homages to classic games and laments that so many manipulations of the creation tools were necessary to do them. Sackboy won’t need to be “hidden behind the curtain” when you make games with LBP2.
- There is a new super-important creator tool called “direct control seats”
- (from previous point) In LBP1, lots of people made rudimentary “hold R1 to accelerate” vehicles. Mark Healy created a car out of rubber wheels and a bottle, then placed a direct control seat in it. He pulled up an interface that resembled a PS3 controller and assigned commands to buttons.
- Example given was assigning Sixaxis tilt for forward and reverse, horn on the X button.
- You are no longer limited to the game’s stock sound effects. You can record your own sounds and voices, attaching them to characters or objects. Magic Mouth from the original LBP is gone
- Direct control seat’s control scheme is instantly accessible and you can attach it only to the part of the vehicle you want it to control.
- Example was given about the 8/16-bit remakes/tributes having to use the signature gameplay mechanics of LBP. That is no longer true in LBP2. A creator can place a direct control seat on their own platforming protagonist and complete it with a customized control scheme.
- Example of the previous was Yoshi’s Island. If a player creates the perfect recreation of the SNES-era jump they can share it with anyone in the community.
- There is an in-game microchip that functions as a calculator and it is a direct response/homage to PSN user Upsilandre (seriously, he’s mentioned by name)
- Enemies in the original title could only be programmed with super-basic commands and most resembled marionettes.
- Users will be able to take a template for an enemy called a Sackbot, tweak the AI and dress it in any way they choose.
- Creators can choose the weak points on the Sackbot, determine if it is scared of heights, and even program acting routines.
- A disco scene was set up by Media Molecule and two employees recorded together on a single Sackbot. They moved its arms and bobbed its head in a dancing routine. JUST the AI was copied and pasted onto twenty different Sackbots. Each Sackbot was given its own unique look.
- There are now movie editing options as well.
- Every LBP2 player will receive their own profile on LBP.me. It will display your activity feed as well as previews of their own stages
- There will be user-created integration in QR codes as well. They can be printed on advertisements, business cards, and automatically load a level when held up to the PlayStation Eye. There is no special menu to do this. Any time the PS3 is turned on and running LBP 2, you can wave it in front of the Eye.
- If you are not near your PS3 you can take a quick photo with your smartphone to see an online preview of the level and add it directly to your level queue.
- For creators of multiple levels, you will be able to string your stages together so that they flow from one level to the next.
- Sackbots can be drastically increased or decreased in physical size.
- Sackbots can be controlled by direct control seats as well.
- There is a new gadget (like the MGS paintball gun). It is a big-ass grappling hook.
- Media Molecule says explicitly there are multiple more gadgets coming.
- Circuit boards (like the calculator) can get extremely complicated and they have a very distinct interface
- Creators can make full-on cutscenes. Camera angles and voice-overs included. Creators can even make little five-minute short films. These levels are clearly marked on the stage select screen so you can tell whether you’re watching or playing the level.
- Circuit boards (like the calculator) can get extremely complicated and they have a very distinct interface
- Creators can make full-on cutscenes. Camera angles and voice-overs included. Creators can even make little five-minute short films. These levels are clearly marked on the stage select screen so you can tell whether you’re watching or playing the level
- All DLC from LBP1 transfers over to LBP2. Including downloaded content packs, costumes, etc.
- There is a major overhaul to the story level as well. There’s the same 3-plane perspective for the story mode and the levels so far have a similar run-jump-grab platform style.
- Storyline is not country-based like last time, but is based in periods of time

Levels:

- Techno Renaissance: Whimsical alternative take of the Renaissance period. Leonardo da Vinci-like character to guide him through a technology-based twist level

- Steam & Cake: Steampunk-style level based on a fucked-up tea and cake party

- Neon Propaganda: Cold-war era posters line a factory environment where Sackboy is liberating oppressed workers. There is a grim nature to the level that is totally opposed to the neon lights and signs.

- Fluffy High-Tech: Various high-end technology equipments like video walls are mixed with bunnies and fluffy sheep. It is a cold, futuristic environment populated by adorable creatures

- Designer Organic: Eco-architecture comes together around a designed and controlled version of nature. Described as “art noveau”. The closest to nature Sackboy gets in this game. Elaborate designs comprised of plants.

- Hand-Made Arcade: A super-tribute level to tons of arcade classics. Embraces the hand-made art from the first game. Pixels made of cardboard and wood.


If true, LBP 2 will be miles better than the current LBP. :D
#1 at 00:01:49 - 08/05/2010
Syrok
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Looks more like it's going to be a game engine with a bunch of pre-made levels, which is all good in my opinion. Reminds me of the game creation game that is on Xbox. (Did that ever become popular?)
Not being restricted to one genre could be great and means we don't have to build our own workarounds anymore to make side scrolling games and such, but I wonder if this might make it a bit too complex to just jump in and create.
#2 at 09:36:53 - 08/05/2010
Syrok
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Sorry for doubleposting but this has just been confirmed by MM
Truth. On Twitter of all places
It's all true! We're excited to say that we are making LittleBigPlanet 2 - Full mega details on Monday :)
#3 at 10:59:19 - 08/05/2010
NewYork
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That all sounds amazing.

Odd how they seem to want to facilitate people ripping off retro games, though. But still, being able to edit jumping physics sounds sweet.

(Particularly for what others would create. I'd get lost in all the options and my own uncreativity).
#4 at 11:07:09 - 08/05/2010
Syrok
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It's what people do anyway. There been an increasing amount of 1 layer levels that try to emulate the old 2D platformers. And of course countless Mario and Sonic clones. No doubt someone will make a classic Prince of Persia clone in no time once this gets released. :)
#5 at 11:12:13 - 08/05/2010
evilashchris
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Sounds good to me, the jumping in the first game felt a little wooly.
#6 at 14:20:24 - 08/05/2010
Syrok
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Looks like it will be fully backwards compatible

Spaff (community manager) said this elsewhere
Magic mouths are not gone, You can still use text, but you have the option of adding voice if you like.
Basically nothing is gone, only improved upon or added to – how else would this game be totally backwards compatible with everything that you have already made, played and bought
#7 at 14:22:59 - 08/05/2010
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This may just be the greatest thing ever.
#8 at 18:57:45 - 08/05/2010
Syrok
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#9 at 00:18:04 - 09/05/2010
Retroid
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Given that most of my disappointment with the original was in trying to replicate old games... I'm excited! \o/
#10 at 10:49:52 - 09/05/2010
Syrok
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I bet there will be a few Pikmin clones. An army of little Sackbots. ^___^

Edit: Just noticed that in my excitement I forgot to choose the right category.
#11 at 13:04:18 - 09/05/2010
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Media Molecule loves that a lot of user-created levels in LBP1 were homages to classic games and laments that so many manipulations of the creation tools were necessary to do them. Sackboy won’t need to be “hidden behind the curtain” when you make games with LBP2.

I think some of the coolest stuff on LBP is stuff that manipulated the creation tools, to create that "how did they do that?!" feeling.

I reckon even if they give more freedom this time, there'll still be manipulation of those tools, for even more craziness.
#12 at 13:23:08 - 09/05/2010
Syrok
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Here is what Edge had to say about it

Changes:

-Huge visual upgrade
-Colour filters for certain areas, e.g. x-ray
-Instead of sliders in lighting and sound menus, they have -percentages
-Cutscene cameras are now white… (Seen in a screenshot)
-You can place decorations and stickers on your planet

About new features:

- Bounce Pads
- New hazard: Laser
- You can make Sackbots harmful (electrify, fire etc.)
- You can grapple Sackbots
- It is possible to record something and apply it to a sackbot
- If you program a sackbot to follow you, and then jump into a vehicle, the sackbot will catch up and jump in with you.
- You can use direct control seats with Sackbots
- Direct control does control momentum, so no unwanted shooting up into the air
- You can program sackbots to hang off things
- Level Linking ‘Badges’
“Place the new level-linking ‘badge’ in your level and you can seamlessly transport players to another. Useful for building multi-level games as well as for collector types to create level hubs for great levels that they’ve found”
- Photos on lbp.me will be the ones posted on the level itself
- Usernames on lbp.me will be PSN names
- There will be a facebook-style ’stream’ (possibly lbp.me) which will show highscores, hearted levels etc for each player

New tools:

- Grappling Hook
“A powerup in the mould of LBP’s MGS DLC, the grappling hook is thrown out with R1 and attaches to any grabbable [so sponge etc] surface until you let go in the same way a grab would usually work. You can reel it in and out by pressing up and down on the stick, and also swing, your tether flexing with a satisfying ‘boing’.”
- Microchips: Once you place them, it projects a space in which you can build logic etc. When you are done it minimizes the logic and store it inside one little microchip
- New torch/flashlight lighting object (Just looks like one, sackboy cannot actually hold it)

- So far it is 4GB extra content (will get bigger). Meaning it is too big for a patch.
- If they were to make it as DLC it would be VERY expensive DLC
#13 at 16:43:43 - 09/05/2010
Syrok
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#14 at 19:54:00 - 09/05/2010
ilmaestro
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Is it going to be more of a "game" in its own right?
#15 at 20:31:38 - 09/05/2010
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Gotta say, the story mode of the first one was pretty much worth the entire asking price, even ignoring the create portion.

So if the story mode is as good this time, it'll be fine by me.
#16 at 20:55:48 - 09/05/2010
Trip SkyWay
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Sounds ace.
#17 at 06:38:46 - 10/05/2010
peej
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Wowsers, that really does look superb. Love those rotastak tubes, I think I'll be using those a lot.

The Direct Control seat sounds like a fantastic addition. I'll definitely be all over that. It does genuinely sound like this is more than a mere spit and polish sequel.

Prepare to fall out with me over it all over again :)
#18 at 09:49:00 - 10/05/2010
Flying_Pig
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Consider me excited!

Really enjoyed LBP, despite a few annoyances. I did find the level creation aspect brilliant, but very frustrating as you grappled with the tools to get the game to do what you wanted. There was also too many situations where your levels fell apart/did unintended stuff.

I haven't spotted it anywhere in the thread, but any indication on when we might see this?
#19 at 11:23:20 - 10/05/2010
Syrok
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Online embargo is lifted at 2pm today. Several magazines have said it would be released this autumn except Edge who said it would come out this winter.

There is a flickr set of screengrabs here: http://www.flickr.com/photos/48949920@N03/sets/72157623906173733/
#20 at 11:25:56 - 10/05/2010
peej
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Crikey? This year?

Oh well, that's GOTY 2010 all sewn up for me then! It does seriously sound like they've looked at the community levels, and listened to the limitations people have come up against.

The only thing I haven't heard (so far) is how the 3D rotational stuff works. Surely if someone's built an RTS in it, that would suggest you get better camera control.

No word on high res image import either. That really should be in this.
#21 at 11:38:24 - 10/05/2010
Syrok
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Trailer

I'm literally trembling with excitement. :D

(^and that's probably the wrong use of the word literally^.^)
#22 at 16:25:24 - 10/05/2010
peej
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I don't think I was quite prepared for the tricky camera shifting stuff. It's not full 3D, I didn't expect it to be - but being able to switch from side on, to vertical scrolling, to top down static - that's pretty impressive. The new top down viewpoint has ACRES of potential though - Top down racers - hell yes, but also Pinball anyone?

There's a lot of stuff in the trailer that has me thinking about Manic Sackboy levels - being able to chain mini levels together to make a game is going to be excellent.

Love some of the new material effects. The fur / fuzz is awesome.

Let's hope that MediaMolecule don't asset-strip the thing too much for DLC. Though looking at that materials / stickers popit alone, there's going to be a hell of a lot in this.
#23 at 16:30:16 - 10/05/2010
Syrok
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Jesus, too many news. Haven't even had time to read any previews. :/

Keyboard Mouse support confirmed
#24 at 19:04:30 - 10/05/2010
Syrok
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Hum, hum. Don't watch if you don't want to know what I look like (after staying awake for almost a day) ^.^
#25 at 13:25:25 - 16/06/2010
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#26 at 19:00:21 - 16/06/2010
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List of new features.

Interface Updates and General Stuff

- Objects can be hidden, to edit things behind them.
- Preview option allows all objects that are invisible in play mode to be made invisible in create.
- Multiple select of objects (equivalent to ctrl-click on a PC) as well as box select.
- Connectors are stiff by default.
- When rotating objects, you can snap to a given angle - any multiple of 5 degrees.
- Popit updates
- Fullscreen mode (optional).
- Categories can be collapsed and also skipped for faster searching.
- There is a section detailing everything used in the level - very useful for your material / sticker palette.
- New create tools
- UV tool (possible placeholder name) - allows you to rotate and shift the texture on a material.
- Advanced glue - allows you to select two objects to directly glue, rather than just objects that are adjacent.
- Keyboard and Mouse support - uses standard keyboard shortcuts and should be possible to enter distances etc. using keyboard (not implemented in the version we played).
- Plasma Hazard, with colour tweaks.
- Visual overhaul is amazing, all of the effects (fire / smoke / lighting etc.) look beautiful. In general everything looks crisper and more detailed / polished.
- Competitive Scoring modes in multiplayer
- Competitive levels be can set to end on a timer, which will transport you deathlessly to the scoreboard.
- Complete thermo overhaul - more intelligent & flexible system. Full details unknown.

Switches and Related Changes

- Wires are pulled from the centre of the switch rather than off to the side.
- You can connect a switch to something that already has a wire connected - the new one replaces the old one.
- You can zoom the camera whilst holding a wire!
- Magnetic keys (and switches that detect them) can take a custom label as well as a colour - both colour and label must match to trigger the switch.
- When tweaking a magnetic key, or devices that respond to magnetic keys, the game shows up ranges / angles etc. for all of the other devices that respond to the same keys.
- Magnetic keys can be turned on / off via switch.
- Magnetic switches and proximity switches can be configured to activate above a threshold - i.e. you can have a switch that activates when three or more sackpeople are in range.
- Magnetic switches (possibly proximity switches too) can be limited to specific layers.
- Signal type is determined at destination, not source. This allows for multiple signal types from a single device. So a magnetic switch could output speed to a wheel and on/off to an LED.
- Wiring is neater and less ugly. It already has improved routing, but in the final game it should be greatly improved, making the construction of complex systems far less messy.

Emitters
- Emitters can now emit at 0.0s intervals, which makes them emit as soon as there is a free space.
- An optional tweak stops the emitter from emitting when it reaches its max at once value.
- Emitter can ignore parent's velocity, so the emitted object does not take into account the movement of the object that it is attached to.
- Have effects for emit and destroy, including:
- Explode - Note: the explosion is just aesthetic, does no damage.
- Appear / disappear - vanishes with no sound.
- Dissolve - as in LBP1
- Shrink / Grow
- You can link emitters to an object in the level, rather than something in your popit (although that is still an option).
- Any changes to the object in the level are reflected in all emitters that reference it.
- It works with nested emitters, so emitters inside emitters inside emitters, will update all of them with any changes made.
- When done editing you can delete the object in the level and the emitter remembers the last version.
- It's awesome!


Cameras and Magic Mouths
- The camera can now be pulled out far further.
- The camera can be rotated in the plane of the screen, so the view can be turned on its side or even completely upside down. This can also be controlled by having the camera on a rotating object (i.e. a vehicle or similar).
- You can add activation times to cutscene cameras and magic mouths so that they close after a given time.
- Magic mouths and cutscene cameras have output switches, so you can detect when the player has closed them, to open the next object or trigger timed events.
- The custscene cameras have a whole host of cinematic options.
- Pans
- Changes to angle / zoom
- Fades and other transition effects.
- Camera shake effects.
- The cutscene camera also lets you choose whether the player can interact (or whether they are frozen in place), if they can then you can use the cutscene camera as normal gameplay camera and integrate visual effects into your gameplay.
- There is a tweak for "flatness", to make the level more like front view in create mode.
- It is possible for each player to have their own camera when playing online (no splitscreen was evident).

Sounds
- Loads more sounds available than in the original game.
- Volume control on individual sounds is supported.
- A tweak that allows the sound to be heard no matter where in the level it is.
- Reverb (and possibly other effects as well) can be added to sounds.
- Global sound tool has been added - allows global control of sound volumes (music vs sfx) and also globally apply sound filters to everything in the level.
Lights
- New lighting engine looks great.
- Lights now have far more colour options available.
- Fogginess is a percentage scale now, rather than on / off.

Bounce Pads
These are a massive improvement on the current piston-based bounce pads we have. The distance they fire you is tweakable and very accurate / consistent. In addition, they don't have any kind of reset time, so 2 Sackpeople hitting in rapid succession will both be fired the same distance. It doesn't sound like much on paper, but they really do make a big difference to high-speed bouncy gameplay.

Power Ups
- Grappling hook - no tweaks, for consistency, but player can grapple anything grabbable and also control the length of the line whilst swinging (between preset min/max)
- Creatinator (Possibly the rumoured "magic bag", we're unsure) - effectively an emitter gun. Has all the options of the new emitters and can be aimed much like the paintenator. Looks like a helmet with a flashlight on it Note that the creator is responsible for choosing the emitted object.
- Power Gloves - allows the player to pick up objects, carry them above their head and throw them. Also allows the player to swap layers whilst holding the object and take it with them.

Logic Tools
- These are all non-physical and can be placed inside microchips.
Basic logic gates: NOT/AND/OR/XOR - ANDs and ORs can take a variable number of inputs.
- Battery - just outputs a constant full signal.
- Toggle - inverts output each time and input is given.
- Timer - can be used to output speed / strength proportional to its current value. Can be reset.
- Selector - cycles through its outputs each time activated. Can also take overrides to jump to specific outputs.
- Counter switch - increments each time it it activated up to a max value. Can be reset as well.
- Randomiser - This is very versatile with a large number of options to vary up the randomisation pattern.
- Splitters (unsure of name) - allows a bi-directional signal (i.e. from a three way switch or analogue stick) to be split into 2 signals.
- Combiners (unsure of name) - allows two signals to be combined into a bi-directional signal.

Other Tools
These are all non-physical and can be placed inside microchips.
- Magic Joystick - hard to explain, but can be used to map an analogue stick to a rotational mover (see movers below) so that if you push up and right, the object points up and right.
- Anti-gravity device - allows objects to be unaffected by gravity (or partially affected by gravity). Also has a variable dampening tweak which will slow the object down as it moves, preventing it from flying off into the distance.
Movers - see section below
- Collision Switch - Activates on any collision, or can be tweaked to only activate when hitting sackpeople, or when hitting an object which has a specified magnetic key (matches both colour and label).
- Material tweaker - allows you to change the friction and bounciness of the object it is attached to. Also allows the object to be made indestructible (so excessive force will not crush it).
- Lethaliser - allows object to be made lethal / not lethal at will.
- Smoke machine - tweakable colour and intensity - gives far better effect than the current jet.
- Score switch - can give or take away scores. Engine does a good job of detecting which player triggered it (when triggered by logic network) for competitive scoring.
- Score detection - Will activate when the score is above a certain value.
- Global sound object - vary music / sound etc. global controls, and also various global effects to be applied to all sound in the level.
- Global gravity object - allows for altering of gravity.
- End switch - ends the level instantly.
- Notes - Just little text notes to allow for comments.
- Also, not a tool, but there is a light source that is non-physical (note we're unsure exactly how this interacts with decorations / microchips etc.).

Movers
There is a new category of tools called the "movers", which literally move objects about. They come in two broad types - linear and rotational. Both have simple variants that move the object in a specified direction, but can be switch controlled (on/off, speed, strength control), through to more complex versions. If you combine movers with anti-gravity devices, you can gain incredibly precise, complex control over contraptions for top-down dynamics and flying machines, etc. We spent loads of time playing with these and the possibilities are endless, hence why there is so much detail in this section.

The linear movers are controlled by x and y speeds and also have speed, acceleration, and deceleration properties. x and y are normally the x and y directions for the level, but it is possible to tweak them so that x and y are relative to the orientation of the object. The difference between these two modes is how the mover responds to the object being rotated. There are also follow devices, which can be used to follow (or flee from) a player or magnetic key. Maximum range to follow can be set, as can minimum range - so your object will stop if it gets too close. You can even get the follower to be locked into a single axis (so it only follows horizontally for instance). There is also a magic rocket device, which simulates the existing jet object, but as a non-physical tool that can be compacted down into microchips etc.

The rotational movers rotate the object, as with linear movers there are speed, acceleration and deceleration tweaks. Similar to the follow object, there is a "look at player" device, which will point itself at the player, or at a magnetic key. This gives very smooth aiming mechanisms. There is also the gyroscope tool which will attempt to keep an object upright by rotating it back to vertical - again, this can be tweaked to modify how well it corrects and can also be switch controlled.

There is also a special mover, for shifting objects between layers. This is what is used in the trailer to make the wheel move out and what is used to make the little top-down racers work on ramps. Note that all objects are still locked into the existing layers - when you move it back a layer, the movement happens instantly as far as physics is concerned, but visually the object takes a short period to shift. You cannot stop an object between the layers so the game is very much still 2.5D.

Most of the movers can take one or more inputs, and a disable / enable signal which can be used to neatly override them.

Direct Control Chairs
- Every button is mapped, bar R3, start, select and the PS button.
- D pad is mapped as four separate buttons.
- Analogue Sticks are mapped as two bi-directional controls each. i.e. each analogue stick has a x and y bi-directional control.
- Sixaxis is fully mapped as three bi-directional controls.
- Full analogue outputs (optionally).
- Trigger radius can be tweaked (player is prompted to enter seat when within radius).
- You can make the player automatically (force them to) enter the seat when within the trigger radius.
- You can disable the player's popit and their ability to leave the seat.
- Player in the seat is still detected by proximity sensors.
- Can map player popit colour to objects controlled by the DCS (lights / vacuum material etc).

Microchips
In LBP2, the microchip is a single place where you can compress all your logic down into a single device. What we found was that just about anything that you can stick onto the side of an object - including sounds, sensors, all the new logic tools, collision detection, gyroscopes, even emitters - can all be placed in a microchip. Microchips can even be placed inside one another!

For things whose positioning is important (i.e. magnetic switches and emitters), these are considered to exist at the point that the microchip exists, which means you can organize them however you want inside the microchip circuitboard making everything neater. When tweaking them, the engine shows the tweaking as though the object exists at the point of the microchip. For things that affect the object that they are on - material property changers, lethaliser, anti-gravity etc. - it is the object that the microchip is attached to that they affect. This effect works through multiple levels of microchip as well.

You can also wire-control the microchip to disable / enable everything inside it. This means that you can effectively have 2 microchips with different programming and just switch between the two very easily, which is fantastic for control systems and AI.

Sackbots
- Tweak whether the sackbot can switch layers.
- Tweak whether they are afraid of hazards and heights.
- Tweak how fast they are.
- Tweak whether they can use Direct Control Seats.
- Recording player movements as we are aware.
- Replay of movements can either happen once, loop from where the sackbot finished, or you can tell the sackbot to return to where it started before looping.
- Various simple behaviours and animation styles allow for quick customisation.
- Setting sackbot to follow does a pretty good job of following over basic platforming.
- If sackbot is following and enters direct control seat, it will attempt to follow, as long as the control system isn't too complex.
- You can use simple action triggers as well as user-recorded / default behaviours - includes run, jump & grab.

New materials
- Loads of new materials, including the hairy / fluffy ones etc.
- Light material - the floor from the disco in the trailer. Has the same extended colour range as normal lights and is switch controllable.
- Vacuum material (see below).
- Animated materials, can have the animation speed tweaked.
- Filter materials - can be placed in front of objects and everything behind them is filtered.
- Retro Neon Green outlines on black background.
- Grayscale.
- Pixelated.
- Possibly more to come.

Vacuum Material (aka holographic material)
Worth mentioning on its own is the vacuum material, which looks a lot like a holograph. Visually it looks pretty cool - it is lit up without actually casting out any light and has a translucency as well as an animated texture. Colour is tweakable to all of the new colors available for lights, and the brightness can also be tweaked - turning the brightness down to 0 will make it completely invisible and up to full will make it intensely bright and opaque. It's also possible to control its color/intensity by switch - on / off and "fade" are the options - fade allows you to control it in an analogue manner. However, you can tweak the colour and brightness for both on and off states, so you could fade between visible and invisible, or between two different, visible colors, etc.

You can also modify the transparency by using stickers - dark colours will make the area less visible and light colours will be more visible. This also works with gradient stickers and custom stickers, so the customisation possibilities of trasparency fades etc. are fantastic.

The ability to switch it on and off and the brightness of it makes it perfect for retro-style effects and for designing custom HUDs / player interfaces. At this point it is worth noting that there is not a default customisable HUD - it's all created by you. That said, Christophe at MM showed us the RTS level he's made, which is mind blowing - you can place buildings and spawn units, select them, tell them where to go etc. so the scope for HUDs is fantastic, and Johnee has made some levels out of purely vacuum (giving cool retro visuals), which are mindblowing.

Physically it is similar to gas (although it can exist as a thin layer) - it is unaffected by gravity and does not collide with anything. However, you can make it so that when it overlaps with other objects, it triggers collision switches. This is great for weapons etc, but is also very useful as you can create a custom shaped magnetic key detection area using this vaccum material. Both visually and in terms of your logic, vacuum is almost certainly going to become one of the most significant things in the new game.

Community Updates
The entire Community system will be given a complete overhaul. Tags are being redone in an effort to ensure they are meaningful. You will be able to search for individual tags this time around as well. The creator may assign tags themselves with far greater weighting than the players. Players can improve their weighting by writing quality reviews (other people vote upon how useful the review is) either in game or on LBP.me. Simply yea / nay style voting, so no one person can skew the average. On LBP.me you can heart a person and then get a twitter-esque feed of the levels they have hearted and reviewed. Through all of these improvements, it now becomes advantageous to heart players with good taste as well, even if they aren't skilled creators themselves.

There will also be an Mm "seal of approval" for levels that get into Mm picks.

MM are hoping to be involved with the moderation and greatly improve the moderation system.
#27 at 09:42:34 - 17/06/2010
Syrok
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This video really shows off what you can do in LBP 2. Pseudo 3D and a bit of RTS.
#28 at 11:19:56 - 17/06/2010
peej
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I'm quite interested by one aspect of the new cut scene generation thing - which is the ability to control the camera. If you can truly pan, tilt and fade like the LBP 2 site says, then that's going to be massive amounts of fun to play with.

#29 at 11:43:55 - 17/06/2010
Syrok
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You can indeed. What's great is that you can simply connect a number of cut scene camera with cables. Once you start the first the rest will follow automatically. Only takes a few seconds to set up, too.
#30 at 11:48:32 - 17/06/2010

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